Ambush Troop
Creature - Human Soldier --- Common
You may play Ambush Troop at any time you could play an instant.
When Ambush Troop comes into play, you may tap up to two target creatures.
2/2
(1/286)
Angelic Rebirth
Enchantment --- Rare
Angelic Rebirth comes into play with three blessing counters.
W, Remove a blessing counter from Angelic Rebirth: Return to play target creature card that was put into your graveyard from play this turn.
(2/286)
Battlefield Prayer
Enchantment --- Uncommon
Battlefield Prayer comes into play with three blessing counters.
2W, Remove a blessing counter from Battlefield Prayer: Remove target creature from the game. At end of turn, return that creature to play under its owner's control.
(3/286)
Benevolent Wardmage
Creature - Human Cleric Wizard --- Rare
Creatures with one or more ward counters have protection from all colors.
2WW, T: Put a ward counter on target creature you control. In the beginning, Kampa chose safety.
3/3
(4/286)
Cloudfighter Celestral
Creature - Giant Bird --- Uncommon
Unchain 1W (At the beginning of your upkeep, you may pay 1W to unchain this card until your next turn)
Flying
Whenever you unchain Cloudfighter Celestral, you may destroy target enchantment.
1/4
(5/286)
Divine Calling
Sorcery --- Rare
Put a 4/4 white Angel creature token with flying into play unless an opponent pays 1 for each counter on target permanent you control.
Alternate Enchantment WWW - Angels get +2/+2. (You may play this card as an enchantment with its alternate text for its alternate cost)
(6/286)
Enemy Tracker
Creature - Human Soldier --- Uncommon
Enemy Tracker comes into play with three trap counters.
1W, Remove a trap counter from Enemy Tracker: Target unblocked creature becomes blocked. (This works on creatures that can't be blocked)
3/3
(7/286)
Energy Flash
Instant --- Common
Choose a counter type among counters on target permanent and put up to two counters of that type on it. "Shining like a celestral's feather"
- Meriador's Brason saying
(8/286)
Eolian Gatherer
Creature - Bird --- Common
Flying
Whenever Eolian Gatherer deals combat damage to a player, you may choose a counter type among counters on target permanent you control and put a counter of that type on it.
1/1
(9/286)
Faithful’s Victory
Sorcery --- Rare
Destroy all creatures with no counters. They can't be regenerated. "Only those enhanced by the most noble feelings shall survive in the end."
- Kampa wisdom
(10/286)
Fanatic Legionnaire
Creature - Human Knight --- Common
First strike
Whenever Fanatic Legionnaire deals combat damage to a player, you may remove a counter from a permanent you control. If you do, you gain 5 life. "Faith is all, for it tightens my values."
2/2
(11/286)
Flashwing Celestral
Creature - Bird --- Rare
Flying
WW: Remove Flashwing Celestral from the game. At end of turn, return Flashwing Celestral to play under its owner's control. It is often taken for a sunray.
2/1
(12/286)
Frontline Tension
Enchantment --- Rare
Unchain 2W (At the beginning of your upkeep, you may pay 2W to unchain this card until your next turn)
Each player may only untap one creature during his or her untap step.
Whenever you unchain Frontline Tension, untap all creatures you control.
(13/286)
Gleeful Healer
Creature - Human Cleric --- Common
Gleeful Healer comes into play with a +1/+1 counter.
T: Prevent the next X damage that would be dealt to target creature or player this turn, where X is the number of counters on target permanent you control.
0/0
(14/286)
Golden Pegasus
Creature - Pegasus --- Rare
Flying, protection from black, protection from red "Some swear their skin is made of pure light, just like their soul."
- Nodin, Kampa supreme
2/2
(15/286)
Guard of the Source
Creature - Human Soldier --- Common
WW, T, Sacrifice Guard of the Source: Destroy target attacking or blocking creature. His armor is forged from angel's feather, his will is hallowed by angelic resolve.
2/2
(16/286)
Hallowed Defender
Creature - Human Cleric --- Uncommon
Hallowed Defender comes into play with two ward counters.
W, T, Remove a ward counter from Hallowed Defender: Prevent all damage that would be dealt to target creature this turn.
1/1
(17/286)
Kampa Auramancer
Creature - Human Cleric --- Uncommon
Unchain W (At the beginning of your upkeep, you may pay W to unchain this card until your next turn)
Whenever you unchain Kampa Auramancer, put target enchantment card from your graveyard on top of your library.
1/2
(18/286)
Kampa Believer
Creature - Human Soldier --- Common
Unchain W (At the beginning of your upkeep, you may pay W to unchain this card until your next turn)
Kampa Believer gets +1/+1 and gains flying as long as it's unchained.
1/1
(19/286)
Kampa Courier
Creature - Giant Bird --- Uncommon
Flying
Kampa Courier comes into play with three +1/+1 counters.
Whenever you unchain a permanent you control, you may choose a counter type among counters on target permanent you control and put a counter of that type on it.
0/0
(20/286)
Kampa Motto
Instant --- Uncommon
Creatures you control get +2/+2 until end of turn.
Alternate Instant WW - Up to two target creatures you control gain protection from a color of your choice until end of turn. (You may play this card as an instant with its alternate text for its alternate cost)
(21/286)
Kampa War Training
Enchantment --- Uncommon
Creatures you control with one or more counters get +1/+1. "Kampa has turned Meriador into a big training ground."
- Luke of Meriador
(22/286)
Kampa Weaponship
Enchant Creature --- Common
Kampa Weaponship comes into play with three weapon counters.
Enchanted creature gets +X/+X, where X is the number of weapon counters on Kampa Weaponship.
(23/286)
Keen Strategy
Enchantment --- Uncommon
Unchain 1WW (At the beginning of your upkeep, you may pay 1WW to unchain this card until your next turn)
Whenever a creature you control deals combat damage, you gain 1 life. If Keen Strategy is unchained, you gain that much life instead.
(24/286)
Lightbound Celestral
Creature - Giant Bird --- Common
Flying
When Lightbound Celestral comes into play, you may gain 1 life for each counter on target permanent you control. Their nearly blinded eyes feel not overwhelmed by light at all.
4/4
(25/286)
Makeshift
Instant --- Uncommon
Makeshift deals 3 damage to target attacking creature. That creature's controller gains 3 life. "You take some and give some in return. Eventually, you'll have to take more."
- Luke of Meriador
(26/286)
Mirrorplated Fighter
Creature - Human Soldier --- Common
Mirrorplated Fighter comes into play with five mirror counters.
1, Remove a mirror counter from Mirrorplated Fighter: The next 1 damage that would be dealt to Mirrorplated Fighter this turn is dealt to target creature instead.
3/3
(27/286)
Moral Raiser
Creature - Human Scout --- Uncommon
Moral Raiser comes into play with a +1/+1 counter.
T: Target attacking or blocking creature gets +X/+X until end of turn, where X is the number of counters on target permanent you control.
0/0
(28/286)
Noble Brigade
Creature - Human Knight --- Uncommon
Whenever Noble Brigade deals damage, you gain that much life. Since the scandal involving the Albazardan prince, the noblesse has been a burden many citizens are no longer willing to carry.
2/2
(29/286)
Nodin, Kampa Supreme
Creature - Human Cleric Legend --- Rare
W, Discard a card from your hand: Remove target creature from the game. At end of turn, return it to play under its owner's control. "Salvation, shelter, or just a plate of food - you will find it all here."
2/5
(30/286)
Nodin’s Devoted
Creature - Human Knight --- Uncommon
First strike
When Nodin's Devoted comes into play, if you didn't play it from your hand, you may gain 4 life. Nodin is the sun; his minions, the stars.
2/1
(31/286)
Punishing Maneuvers
Enchantment --- Common
Punishing Maneuvers comes into play with five justice counters.
1W, Remove a justice counter from Punishing Maneuvers: Punishing Maneuvers deals 1 damage to target attacking creature.
(32/286)
Relentless Canon
Instant --- Common
You gain 5 life.
Alternate Enchantment 4W - Whenever a creature attacks you, you gain 1 life. (You may play this card as an enchantment with its alternate text for its alternate cost)
(33/286)
Repress
Instant --- Rare
Repress deals 3 damage to each attacking creature.
Alternate Instant W - Repress deals 2 damage to target attacking creature. (You may play this card as an instant with its alternate text for its alternate cost)
(34/286)
Resolution
Instant --- Common
Target creature gets +1/+1 until end of turn and may block any number of creatures this turn.
Draw a card. Luke didn't like to fight, but if he had to, he woudn't like to lose.
(35/286)
Rite of Endurance
Instant --- Rare
Until end of turn, whenever target player would gain life, he or she gains double that life instead.
Draw a card. Anyone can enlist to fight for the Kampa, but few can ever be considered one of them.
(36/286)
Sainted Bodyguard
Creature - Human Cleric --- Common
Creatures with one or more ward counters have protection from black and from red.
W, T: Put a ward counter on target creature you control.
1/1
(37/286)
Softgust Season
Instant --- Common
Put a 2/2 white Pegasus creature token with flying into play.
Alternate Land - Softgust Season comes into play tapped and counts as a Plains. (You may play this card as a land with its alternate text)
(38/286)
Soldiers’ Formation
Creature - Soldier Wall --- Common
(Walls can't attack)
Unchain 1W (At the beginning of your upkeep, you may pay 1W to unchain this card until your next turn)
Soldier's Formation isn't a Wall as long as it's unchained.
3/4
(39/286)
Soul of Meriador
Creature - Avatar --- Rare
Flying
Soul of Meriador's power and toughness are each equal to the number of counters on permanents you control. A hardworking people deserves a hardworking protector.
*/*
(40/286)
Spotless Inquiry
Instant --- Common
Destroy target enchantment. You gain life equal to its converted mana cost. Faith is all to the Kampa, as long as it's their faith.
(41/286)
Standalone Troops
Creature - Human Soldier --- Uncommon
Whenever Standalone Troops attacks or blocks alone, it gains protection from a color of your choice until end of turn. "No strangers, no delays."
4/5
(42/286)
Sunlight Angel
Creature - Angel --- Rare
Unchain 2W (At the beginning of your upkeep, you may pay 2W to unchain this card until your next turn)
Flying
As long as it's unchained, Sunlight Angel gets +2/+2 and has "Whenever Sunlight Angel deals damage, you gain that much life".
2/3
(43/286)
Sunstroke
Enchant Creature --- Common
Unchain W (At the beginning of your upkeep, you may pay W to unchain this card until your next turn)
Enchanted creature's activated abilities can't be played.
Enchanted creature can't attack or block as long as Sunstroke is unchained.
(44/286)
Trained Celestral
Creature - Bird --- Common
Flying
Trained Celestral comes into play with four blessing counters.
Remove a blessing counter from Trained Celestral: Attacking doesn't cause target creature to tap this turn.
2/3
(45/286)
Trapcrafter
Creature - Human Scout --- Common
Unchain W (At the beginning of your upkeep, you may pay W to unchain this card until your next turn)
T: If Trapcrafter is unchained, tap target creature.
2W: Untap Trapcrafter.
2/1
(46/286)
Trove of Beliefs
Enchantment --- Rare
1WW: Choose a counter type among counters on target permanent you control and put a counter of that type on it. Meriador natives were guided by an ongoing desire of betterment.
(47/286)
Untamed Griffin
Creature - Griffin --- Common
Flying
Whenever Untamed Griffin blocks, it gets +1/+2 until end of turn. "They're tough, and that's what makes the banquet even more delicious."
- Rahid, Enenah huntleader
1/2
(48/286)
Veteran Colonel
Creature - Human Knight --- Rare
Unchain W (At the beginning of your upkeep, you may pay W to unchain this card until your next turn)
As long as Veteran Colonel is unchained, white creatures get +1/+1. "Glory with me or defeat against me. You choose."
1/1
(49/286)
Vigilant Eagle
Creature - Bird --- Uncommon
Flying
You can't play spells with converted mana cost 4 or more. Kampa skies are as well guarded as Kampa grounds.
2/1
(50/286)
Volunteer Enlistment
Sorcery --- Uncommon
Put X 1/1 white Soldier creature tokens into play, where X is the number of counters on target permanent you control. When war approaches, the fear for the world's fate overcomes cowardice.
(51/286)
Watch of the Circles
Creature - Human Cleric --- Rare
Watch of the Circles comes into play with four blessing counters.
1, Remove a blessing counter from Watch of the Circles: The next time a source of your choice would deal damage to a creature or player of your choice this turn, prevent that damage.
1/3
(52/286)
Wise Negotiations
Instant --- Common
Prevent all combat damage that would be dealt this turn by attacking creatures. "Only the selfish look forward for taking advantage on an impending war."
- Nodin, Kampa supreme
(53/286)
Arnon’s Denial
Instant --- Common
Remove all counters from target permanent. Arnon learned that the best way to make it to the top of the Chrona Institute was to send Hizor to the bottom.
(54/286)
Backup Operative
Creature - Human Wizard --- Common
Backup Operative comes into play with four fate counters.
T, Remove a fate counter from Backup Operative: Return target permanent you control other than Backup Operative to its owner's hand.
1/1
(55/286)
Boundless Roamer
Creature - Illusion --- Common
Boundless Roamer comes into play with three infiltration counters.
Remove an inflitration counter from Boundless Roamer: Boundless Roamer is unblockable this turn. "No one can stop me. Not even myself."
2/1
(56/286)
Boveric Kidnappers
Creature - Human Pirate --- Rare
Flying
Boveric Kidnappers comes into play with a theft counter.
Whenever Boveric Kidnappers deals combat damage to a player, you may remove a theft counter from it. If you do, you gain control of target creature. (This effect doesn't end at end of turn)
1/1
(57/286)
Busybody Investigator
Creature - Human Wizard --- Rare
Whenever Busybody Investigator becomes blocked, you may pay X. If you do, you draw X cards. He has the laudable ability to make people talk.
2/2
(58/286)
Celestral Osprey
Creature - Bird --- Common
Unchain 1 (At the beginning of your upkeep, you may pay 1 to unchain this card until your next turn)
Celestral Osprey has flying as long as it's unchained. The first quills of a celestral are its greatest treasure.
1/1
(59/286)
Celestral Raider
Creature - Human Monger --- Uncommon
Unchain U (At the beginning of your upkeep, you may pay U to unchain this card until your next turn)
Whenever you unchain Celestral Rider, you may have target creature gain flying until end of turn.
2/2
(60/286)
Chrona Arranger
Creature - Human Wizard --- Uncommon
T: Counter target spell you control. If it's countered this way, draw two cards. "Even the most enlightened Chrona mages make mistakes. That's why I'm here."
1/2
(61/286)
Chrona Ativist
Creature - Human Wizard --- Common
Chrona Ativist comes into play with four denial counters.
1, Remove a denial counter from Chrona Ativist: Remove a counter from target permanent. "Anything excessive is dangerous, even nature's growth. That's why I'm here."
1/1
(62/286)
Chrona Immunity
Enchant Creature --- Common
Unchain U (At the beginning of your upkeep, you may pay U to unchain this card until your next turn)
Enchanted creature can't be the target of spells or abilities.
Enchanted creature has flying as long as Chrona Immunity is unchained.
(63/286)
Chrona Research
Instant --- Uncommon
Look at the top five cards in your library, then put them back in any order.
Alternate Enchantment 3U - At the beginning of your upkeep, look at the top five cards in your library, then put them back in any order. (You may play this card as an enchantment with its alternate text for its alternate cost)
(64/286)
Chrona Student
Creature - Human Wizard --- Common
You may play Chrona Student at any time you could play an instant.
When Chrona Student comes into play, you may counter target spell unless its controller pays 1.
1/1
(65/286)
Clocktrick
Instant --- Uncommon
Return two target permanents to their owners' hands.
Alternate Instant 4U - Draw two cards. (You may play this card as an instant with its alternate text for its alternate cost)
(66/286)
Cluster of Illusions
Creature - Illusion --- Rare
Flying
At the beginning of your upkeep, put a vanishing counter on Cluster of Illusions.
At the end of your upkeep, return all creatures with toughness equal to the number of vanishing counters on Cluster of Illusions to their owners' hands.
1/4
(67/286)
Cunning Mistmage
Creature - Illusion Wizard --- Rare
2U, Tap an untapped creature you control with one or more mist counters: Tap up to three target permanents.
2UU, T: Put a mist counter on target creature you control. In the beginning, Chrona chose trickiness.
3/3
(68/286)
Demuzeje
Creature - Serpent --- Rare
Islandwalk
When Demuzeje comes into play, if you played it from your hand, you may gain control of target permanent. (This effect doesn't end at end of turn) Many trade ships vanished misteriously and clueless at Boveric's seas.
7/7
(69/286)
Disturb
Instant --- Common
Counter target spell.
Alternate Instant 1U - Counter target spell unless its controller pays 1 (You may play this card as an instant with its alternate text for its alternate cost)
(70/286)
Divination
Enchantment --- Rare
At the beginning of your upkeep, name a nonland card, then reveal the top five cards of your library. Put all cards revealed this way that are the named card into your hand and shuffle the rest into your library.
(71/286)
Dream Tide
Instant --- Rare
Tap all creatures target player controls.
Alternate Instant 2UU - Return all tapped creatures to their owners' hands. (You may play this card as an instant with its alternate text for its alternate cost)
(72/286)
Eavesdrop
Instant --- Rare
Draw three cards. For each card you would draw this way, an opponent may put the top three cards from his or her library into his or her graveyard. If an opponent does, you skip that draw.
(73/286)
Esoteric Gush
Sorcery --- Common
Draw X cards, where X is the number of counters on target permanent you control. Some magic study areas were condemned by magic schools - but not by the Chrona.
(74/286)
Everwatch Officer
Creature - Human Wizard --- Common
UU: Counter target spell or ability that targets Everwatch Officer. What he guards no one can get.
3/2
(75/286)
Falsify
Instant --- Rare
Counter target spell. If it's countered this way, you may search your library for up to four cards with the same name as that spell and put them into your hand. If you do, shuffle your library.
(76/286)
Fanatic Bookworm
Creature - Human Wizard --- Common
Whenever Fanatic Bookworm deals combat damage to a player, you may remove a counter from a permanent you control. If you do, you draw three cards. "Knowledge is all, for it provides me ways."
1/2
(77/286)
Fasthatch Cocoon
Sorcery --- Rare
Return target creature you control to its owner's hand. Reveal cards from the top of your library until you reveal a creature card. Put that card into play and shuffle the rest into your library.
(78/286)
Flail
Instant --- Uncommon
Counter target spell unless its controller pays 3. If that player does, draw a card. Contradicting the Chrona often meant falling into oblivion.
(79/286)
Fogbank Seeker
Creature - Illusion Wizard --- Common
Creatures with mist counters have "1, T: Tap target permanent".
U, T: Put a mist counter on target creature you control. The thicker the mist, the better it sees you.
1/1
(80/286)
Hizor, Chrona Proctor
Creature - Human Wizard Legend --- Rare
Hizor, Chrona Proctor comes into play with three denial counters.
U: Hizor can't be the target of spells or abilities this turn.
T, Remove a denial counter from Hizor: Counter target spell unless its controller pays 3.
2/3
(81/286)
Hizor’s Envoy
Creature - Bird --- Uncommon
Flying
2U, T: Put a denial counter on target creature. Hizor is the head; his minions, the body.
2/1
(82/286)
Instill Oblivion X1
Sorcery --- Common
Put the top X cards from target player's library into his or her graveyard. To overcome a warrior, kill him. To overcome a wizard, make him think you can kill him.
(83/286)
Knowledge Bender
Creature - Human Wizard --- Uncommon
Knowledge Bender comes into play with a +1/+1 counter.
1U, T: Draw X cards then discard X cards from your hand, where X is the number of counters on target permanent you control.
0/0
(84/286)
Mist Drake
Creature - Drake --- Uncommon
Flying
Mist Drake comes into play with three mist counters.
2U, T, Remove a mist counter from Mist Drake: Return target creature to its owner's hand.
4/1
(85/286)
Mistbody Shrouder
Creature - Illusion --- Common
Unchain 1U (At the beginning of your upkeep, you may pay 1U to unchain this card until your next turn)
T: If Mistbody Shrouder is unchained, target creature is unblockable this turn.
2U: Untap Mistbody Shrouder.
2/2
(86/286)
Molecular Theft
Instant --- Uncommon
Move all counters on target permanent to another target permanent of your choice. Those counters become a type of your choice among counters on any of those permanents. "I call it 'extended borrowing'."
(87/286)
Obvious Hypothesis
Enchantment --- Rare
Obvious Hypothesis comes into play with four research counters.
1U, Remove a research counter from Obvious Hypothesis: Draw a card. "It doesn't look like it'll stand long."
(88/286)
Opportune Disguise
Sorcery --- Common
Remove target creature you control from the game and put a 3/3 blue Drake creature token with flying into play. When the token leaves play, return the removed creature to play under its owner's control.
(89/286)
Power Flux
Instant --- Common
Tap target creature. You may Untap another target creature. "When you've got power, the world is as simple as an order."
- Swen, Skyscape major
(90/286)
Psychic Teachings
Enchant Creature --- Uncommon
Enchanted creature has "1UU, T, Sacrifice this creature: Counter target spell and draw a card". Arnon was always Chrona's best student, until he realized he was its best teacher, too.
(91/286)
Scrying Drake
Creature - Drake --- Common
Unchain U (At the beginning of your upkeep, you may pay U to unchain this card until your next turn)
Flying
Whenever you unchain Scrying Drake, you may look at target opponent's hand.
3/3
(92/286)
Shield Conjurer
Creature - Human Wizard --- Uncommon
Shield Conjurer comes into play with three shield counters.
T, Remove a shield counter from Shield Conjurer: Counter target spell or ability that targets you and/or or one or more permanents you control.
1/3
(93/286)
Skyscape Messenger
Creature - Bird --- Common
Flying
Put the top four cards from your library in your graveyard: Return Skyscape Messenger to its owner's hand. Many messengers came down those days, but no one knew what Skyscape was up to.
2/3
(94/286)
Skyscape Sleight
Instant --- Rare
Unchain all permanents you control. (They remain unchained until the beginning of your next upkeep) Everyone thought no one could stop Naane. Skyscape wizards thought no one but them could stop her.
(95/286)
Skyscape Tracks
Enchantment --- Common
Skyscape Tracks comes into play with five flight counters.
U, Remove a flight counter from Skyscape Tracks: Target creature gains flying until end of turn. "Right on the sweet breeze, left on the avenging sky, ahead on the eternal mist."
(96/286)
Sleepless Duty
Enchantment --- Uncommon
Sleepless Duty comes into play with four denial counters.
Remove a denial counter from Sleepless Duty: Counter target spell unless its controller pays 1.
(97/286)
Stealer of Secrets
Creature - Human Rogue --- Uncommon
Stealer of Secrets comes into play with three theft counters.
Whenever Stealer of Secrets deals damage to a player, remove a theft counter from it and draw a card. Knowledge hunger causes thieves to act as if they were hungry for food.
2/2
(98/286)
Thought Shortage
Sorcery --- Uncommon
Search target player's library for up to four cards and remove them from the game. Then that player shuffles his or her library. "Wisdom lies in diversity rather than in foreseeability."
- Hizor, Chrona proctor
(99/286)
Timeless Ban
Instant --- Common
Return target nonland permanent to its owner's hand. If that permanent has one or more counters, you may draw a card. Time was the great wall every Chrona wizard intended to strike down.
(100/286)
Timestretch Gates
Enchantment --- Rare
Timestretch Gates comes into play with three fate counters.
3UU, Remove a fate counter from Timestretch Gates: Remove the top card of your library for the game. Until end of turn, you may play that card without paying its mana cost.
(101/286)
Timestretch Keeper
Creature - Elemental --- Rare
Unchain 1UU (At the beginning of your upkeep, you may pay 1UU to unchain this card until your next turn)
T: If Timestretch Keeper is unchained, return target permanent to its owner's hand.
Discard two cards from your hand: Untap Timestretch Keeper.
2/4
(102/286)
Timestudies Team
Creature - Human Wizard --- Common
When Timestudies Team comes into play, you may return target permanent with converted mana cost X or less to its owner's hand, where X is the number of counters on target permanent you control.
3/4
(103/286)
Treacherous Breeze
Enchantment --- Uncommon
Unchain 1UU (At the beginning of your upkeep, you may pay 1UU to unchain this card until your next turn)
At the end of your upkeep, you may tap or untap target creature. If Treacherous Breeze is unchained, you may tap or untap an additional target creature.
(104/286)
Windtalker
Creature - Illusion --- Uncommon
Unchain 2U (At the beginning of your upkeep, you may pay 2U to unchain this card until your next turn)
Flying
Whenever you unchain Windtalker, you may draw a card.
2/3
(105/286)
Witflow Season
Instant --- Common
Draw two cards, then discard a card from your hand.
Alternate Land - Witflow Season comes into play tapped and counts as an Island. (You may play this card as a land with its alternate text)
(106/286)
Black Market Tricks
Enchantment --- Uncommon
Unchain 1BB (At the beginning of your upkeep, you may pay 1BB to unchain this card until your next turn)
At the beginning of each opponent's upkeep, that opponent loses 1 life. If Black Market Tricks is unchained, that opponent loses an additional 1 life.
(107/286)
Blood Sign X1
Sorcery --- Common
Put X +1/+1 counters on target creature. You lose X life. Dmitri knew he deserved the rogues' leadership, but he wasn't willing to count on Ruel's goodwill.
(108/286)
Bloodfeeder
Creature - Imp --- Common
Flying
Bloodfeeder comes into play with two blood counters.
At the beginning of your upkeep, remove a blood counter from Bloodfeeder. If you can't, you lose 3 life.
3/1
(109/286)
Carrion Vultures
Creature - Bird --- Uncommon
Flying
Carrion Vultures comes into play with two +1/+1 counters.
Remove a +1/+1 counter from a creature you control: Regenerate Carrion Vultures.
0/0
(110/286)
Coffin Vermin
Creature - Insect --- Rare
Whenever you play a creature spell, you may return Coffin Vermin from your graveyard to play. Some believe it to be unaware zombies' parasite. Others believe it to be their pet.
1/1
(111/286)
Contagious Plague
Enchantment --- Uncommon
Contagious Plague comes into play with three disease counters.
B, Remove a disease counter from Contagious Plague: Target creature gets -1/-1 until end of turn.
(112/286)
Convenient Murder
Instant --- Common
Destroy target creature with converted mana cost X or less, where X is the number of counters on target permanent you control. It's better when it's quick enough to smother the scream.
(113/286)
Cropfester
Sorcery --- Common
Target player sacrifices a creature and a land. "I enjoy one particular thing about people who find out we messed up with their ownings: they usually get mad and finish the job for us."
- Ruel, Rogue leader
(114/286)
Daunting Outlaw
Creature - Human Mercenary --- Common
Unchain 1B (At the beginning of your upkeep, you may pay 1B to unchain this card until your next turn)
Fear
Daunting Outlaw gets +2/-2 as long as it's unchained.
2/3
(115/286)
Death Scientist
Creature - Human Cleric --- Uncommon
Death Scientist comes into play with four research counters.
T, Pay 1 life, Remove a research counter from Death Scientist: Choose a counter type among counters on target permanent and put a counter of that type on it.
1/1
(116/286)
Decomposing Wanderer
Creature - Zombie --- Common
Decomposing Wanderer comes into play with three scarring counters.
Remove a scarring counter from Decomposing Wanderer: Regenerate Decomposing Wanderer.
4/2
(117/286)
Exhibitionism
Enchantment --- Rare
All creatures get +1/-1. "Your weaknesses are overlooked when you got jewels."
- Ruel, Rogue leader
(118/286)
Failing Senses
Enchant Creature --- Common
Enchanted creature gets -3/-3.
1B: Enchanted creature gets -1/-1 until end of turn. Ruel’s mind suddenly fell blank, and she could only see a familiar shadow of a man behind.
(119/286)
Fanatic Loather
Creature - Human Assassin --- Common
Whenever Fanatic Loather deals combat damage to a player, you may you may remove a counter from a permanent you control. If you do, target creature gets -2/-2 until end of turn. "Hate is all, for it cuts useless formalities."
2/3
(120/286)
Foul Penalty
Instant --- Uncommon
Destroy target nonblack creature. It can't be regenerated.
Alternate Sorcery 1B - Each player sacrifices a creature. (You may play this card as a sorcery with its alternate text for its alternate cost)
(121/286)
Grave Prowler
Creature - Zombie Rogue --- Uncommon
Unchain 1BB (At the beginning of your upkeep, you may pay 1BB to unchain this card until your next turn)
As long as Grave Prowler is unchained, whenever it deals combat damage to a player, you may return target creature card from your graveyard to play.
4/3
(122/286)
Greasy Deceiver
Creature - Horror --- Common
When Greasy Deceiver comes into play, each opponent loses X life, where X is the number of counters on target permanent you control. Nost has long since been defeated, but his experiments still taint Hyalera.
3/3
(123/286)
Greed Elemental
Creature - Elemental --- Rare
Flying
When Greed Elemental comes into play, you lose 3 life and draw three cards. "Who's tainted by greed shall never forget it."
4/3
(124/286)
Looming Thug
Creature - Zombie Rogue --- Common
Unchain 2B (At the beginning of your upkeep, you may pay 2B to unchain this card until your next turn)
Looming Thug gets +2/-2 as long as it's unchained.
4/3
(125/286)
Melanotic Poltergeist
Creature - Ghost --- Rare
Melanotic Poltergeist comes into play with two recursion counters.
Whenever Melanotic Poltergeist would be put into a graveyard from play, you may remove a recursion counter from it. If you do, it stays in play instead. Remove all damage from it.
3/2
(126/286)
Mercenary Sacker
Creature - Human Mercenary --- Uncommon
Mercenary Sacker comes into play with five sack counters.
2B, Remove a sack counter from Mercenary Sacker: Target player discards a card from his or her hand. Play this ability only at any time you could play a sorcery.
3/2
(127/286)
Merciless Act
Instant --- Rare
All creatures get -1/-1 until end of turn for each counter on target permanent you control. "Ruel was a fool. In my impending leadership, I won't be."
- Dmitri, Rogue follower
(128/286)
Nest of Rats
Enchantment --- Rare
When Nest of Rats comes into play, you lose half your life, rounded up, and put X breeding counters on it, where X is the amount of life you lost this way.
At the beginning of your upkeep, sacrifice Nest of Rats and put a 1/1 black Rat creature token into play for each breeding counter on Nest of Rats.
(129/286)
Obdurate Research
Sorcery --- Rare
As an additional cost to play Obdurate Research, pay X life.
Look at the top X cards of your library and choose one of them. Put that card into your hand and remove the rest from the game.
(130/286)
Painful Learning
Sorcery --- Uncommon
Choose a counter type among counters on target creature and put two counters of that type on it. You lose 2 life.
Alternate Sorcery 2B - You lose 1 life and draw a card for each counter on target creature. (You may play this as a sorcery with its alternate text for its alternate cost)
(131/286)
Pavorous Stalker
Creature - Zombie Rogue --- Common
Unchain 1 (At the beginning of your upkeep, you may pay 1 to unchain this card until your next turn)
Whenever Pavorous Stalker deals combat damage to a player, if it's unchained, that player loses 1 life and discards a card from his or her hand.
2/2
(132/286)
Radioactive Season
Instant --- Common
Creatures you don't control get -1/-1 until end of turn.
Alternate Land - Radioactive Season comes into play tapped and counts as a Swamp. (You may play this card as a land with its alternate text)
(133/286)
Radioactive Strings
Enchant Creature --- Common
Unchain X (At the beginning of your upkeep, you may pay X to unchain this card until your next turn)
Play Radioactive Strings only on a creature you control.
Enchanted creature gets +X/-X as long as Radioactive Strings is unchained.
(134/286)
Rogue Brainpicker
Creature - Human Rogue --- Common
Whenever Rogue Brainpicker becomes blocked, sacrifice it and defending player discards two cards from his or her hand. He'd rather die than become a victim of himself.
1/1
(135/286)
Rogue Goodsharer
Creature - Human Mercenary --- Rare
Unchain B (At the beginning of your upkeep, you may pay B to unchain this card until your next turn)
Whenever you unchain Rogue Goodsharer, you lose 1 life and draw a card. "Two for me, one for you..."
2/2
(136/286)
Rogue Torture
Sorcery --- Common
Look at target opponent's hand and choose a nonland card from it. That player discards that card.
Alternate Sorcery 3BB - Target opponent discards three cards from his or her hand. (You may play this card as a sorcery with its alternate text for its alternate cost)
(137/286)
Rotten Schemes
Instant --- Common
Target player loses 3 life and you gain 3 life.
Alternate Instant 4B - Return target creature card from your graveyard to play if your life total is greater than target opponent's life total. (You may play this card as an enchantment with its alternate text for its alternate cost)
(138/286)
Ruel, Rogue Leader
Creature - Human Rogue Legend --- Rare
1BB: Creatures you control gain fear until end of turn.
Whenever Ruel, Rogue Leader deals combat damage to a player, that player sacrifices an artifact, creature, or land.
3/2
(139/286)
Ruel’s Bootlicker
Creature - Zombie Rogue --- Uncommon
1B: Regenerate Ruel's Bootlicker.
Whenever an opponent sacrifices a permanent, he or she loses 2 life. Ruel is the dirt; her minions, the bacteriae.
2/1
(140/286)
Shapeless Scavenger
Creature - Horror --- Uncommon
Shapeless Scavenger comes into play with four +1/+1 counters.
At the beginning of your upkeep, you lose 4 life unless you remove a +1/+1 counter from Shapeless Scavenger.
0/0
(141/286)
Slithering Marshbeast
Creature - Beast --- Uncommon
Unchain B (At the beginning of your upkeep, you may pay B to unchain this card until your next turn)
Slithering Marshbeast has fear as long as it's unchained.
2/1
(142/286)
Slough Spawn
Creature - Horror --- Rare
Spells you play cost 1 more to play.
Whenever you play a spell, Slough Spawn gets +1/+0 until end of turn. It is born from filth, it feeds on filth, it lives on filth. And the filth is compliant.
4/2
(143/286)
Slushy Shade
Creature - Shade --- Common
Slushy Shade comes into play with five deformation counters.
1, Remove a deformation counter from Slushy Shade: Slushy Shade gets +1/+1 until end of turn.
2/2
(144/286)
Specter’s Form
Enchant Creature --- Uncommon
Enchanted creature gets +1/+1 and has fear.
Whenever enchanted creature deals combat damage to an opponent, that opponent discards a card from his or her hand.
(145/286)
Spoiled Funeral
Enchantment --- Common
Spoiled Funeral comes into play with three curse counters.
Whenever a creature an opponent controls is put into a graveyard from play, you may remove a curse counter from Spoiled Funeral. If you do, that opponent loses 2 life.
(146/286)
Spoils of Dusk
Instant --- Uncommon
Remove all counters from target creature. That creature's controller loses that much life and you gain that much life. "I don't believe in fate. If I did, I wouldn't want to change it."
- Dmitri, Rogue follower
(147/286)
Spurning Slayer
Creature - Human Assassin --- Uncommon
Unchain 3BB (At the beginning of your upkeep, you may pay 3BB to unchain this card until your next turn)
Whenever you unchain Spurning Slayer, you may destroy target nonblack creature. "There you are!"
1/1
(148/286)
Stretching Curse
Instant --- Common
Choose one - Target opponent loses 1 life and you gain 1 life; or target creature gets -1/-1 until end of turn and you gain 1 life. Rule of survival #2: Always believe threatening, no matter what.
(149/286)
Stretching Demon
Creature - Demon --- Rare
Flying
When Stretching Demon comes into play, choose one - Destroy target nonblack creature; or search your library for a card, put that card into your hand, then shuffle your library. Rule of survival #4: Big, nasty, flesh-eating monstrosities equal trouble.
5/4
(150/286)
Stretching Ghoul
Creature - Zombie --- Common
When Stretching Ghoul comes into play, choose one - Target opponent loses 1 life; or you lose 1 life and draw a card. Rule of survival #1: Death is very, very relative.
1/1
(151/286)
Stretching Imp
Creature - Imp --- Uncommon
Flying
When Stretching Imp comes into play, choose one - Target player discards a card from his or her hand; or target creature gets -1/-1 until end of turn. Rule of survival #3: Playing with death's minions may cause injuries.
3/1
(152/286)
Twisted Ramp
Sorcery --- Rare
Choose a counter type among counters on target permanent and put X counters of that type on it. You lose X life. Death scientists were nice to their experiments, in hopes that their experiments became nice to them.
(153/286)
Undeads’ Uproar
Sorcery --- Rare
Return all creature cards from all graveyards to play.
Alternate Instant 2B - Search your library for up to two creature cards and put those cards into your graveyard. Then shuffle your library. (You may play this card as an instant with its alternate text for its alternate cost)
(154/286)
Unholy Retrieval
Sorcery --- Uncommon
Return up to X creature cards from your graveyard to your hand, where X is the number of counters on target permanent you control. Ruel doesn't give up easily on her minions.
(155/286)
Unscrupulous Deathmage
Creature - Zombie Wizard --- Rare
2B, Tap an untapped creature you control with one or more death counters: Target player sacrifices a creature.
2BB, T: Put a death counter on target creature you control. In the beginning, the rogue chose power.
3/3
(156/286)
Wicked Contract
Enchantment --- Rare
Wicked Contract comes into play with two doom counters.
3BB, Remove a doom counter from Wicked Contract: Return target creature card in a graveyard to play under your control.
(157/286)
Wicked Howler
Creature - Zombie --- Common
Creatures with death counters have "1, T: Target creature gets -1/-1 until end of turn".
B, T: Put a death counter on target creature you control.
1/1
(158/286)
Zombie Thriller
Creature - Zombie Assassin --- Common
Zombie Thriller comes into play with three death counters.
B, T, Remove a death counter from Zombie Thriller: Target player loses 1 life and you gain 1 life. It sees everyone as toys, and it loves to play with toys.
1/1
(159/286)
Betting Frenzy
Sorcery --- Common
Flip a coin until you lose. Draw a card for each coin flip you win this way. Goblins have found out long ago that cheating is easier than thinking.
(160/286)
Blistho the One-Eyed
Creature - Giant Lord Legend --- Rare
R, Sacrifice a land: Target creature gets +3/+0 until end of turn. At end of turn, sacrifice that creature. Few wits and excellent aiming - Enenah's natural leader.
5/5
(161/286)
Blistho’s Dustbiter
Creature - Goblin Barbarian --- Uncommon
Haste
T, Remove two land cards in your graveyard from the game: Blistho's Dustbiter deals 2 damage to target player. Blistho is the catapuld; his minions, the ammo.
2/1
(162/286)
Breakthrough Dodger
Creature - Giant Warrior --- Uncommon
Breakthrough Dodger can't block.
2R: Target creature can't block Breakthrough Dodger this turn. Giants make no diferentiation between "tumble" and "stumble".
6/4
(163/286)
Burst of Embers
Instant --- Rare
Burst of Embers deals 4 damage to target creature or player.
Alternate Enchantment 1R - Whenever a creature comes into play, return Burst of Embers to its owner's hand and it deals 2 damage to that creature. (You may play this card as an enchantment with its alternate text for its alternate cost)
(164/286)
Circus Flamespitter
Creature - Goblin Artist --- Uncommon
Unchain 2RR (At the beginning of your upkeep, you may pay 2RR to unchain this card until your next turn)
Whenever you unchain Circus Flamespitter, it deals 2 damage to target creature.
1/1
(165/286)
Commander’s Tactics
Sorcery --- Rare
Creatures you control get +X/+0 until end of turn, where X is the number of counters on target permanent you control. Enenah warriors learn to fight flawlessly the hard way: being the target of a flawless fight.
(166/286)
Drakefly
Creature - Insect --- Uncommon
Flying
Drakefly comes into play with a +1/+1 counter.
T, Remove a counter from a permanent you control: Drakefly deals 1 damage to each creature without flying.
0/0
(167/286)
Dwarven Beastfeeder
Creature - Dwarf Warrior --- Common
Unchain R (At the beginning of your upkeep, you may pay R to unchain this card until your next turn)
Whenever you unchain Dwarven Beastfeeder, put a +1/+1 counter on target creature. Then, that creature deals damage to you equal to the number of +1/+1 counters on it.
1/2
(168/286)
Dwarven Servant
Creature - Dwarf Warrior --- Uncommon
XR, T: Dwarven Servant deals X damage to target creature and X damage to itself. Enenah taught dwarves how to quickly forget honor pledges.
2/2
(169/286)
Electrical Gauntlet
Instant --- Common
Target creature gets +3/+0 until end of turn.
Draw a card. Goblins and lightning seem to be connected in any way. That's why they're not killed for fun in Enenah.
(170/286)
Endangered Pyrosaur
Creature - Lizard --- Uncommon
Double strike
Whenever Endangered Pyrosaur attacks or blocks, sacrifice it at end of turn. It has nothing to lose. Others do.
3/4
(171/286)
Enenah Battlegrounds
Enchantment --- Rare
Creature spells you play cost 1 less to play.
Creatures you control have haste and double strike. "You never know if you're gonna get out alive - but the fun is guaranteed."
- Blistho the One-Eyed
(172/286)
Enenah Huntleader
Creature - Giant Warrior --- Rare
Enenah Huntleader comes into play with five +1/+1 counters.
Whenever Enenah Huntleader blocks, remove a +1/+1 counter from it.
Whenever Enenah Huntleader becomes blocked, put a +1/+1 counter on it.
0/0
(173/286)
Enenah Menacer
Creature - Giant Warrior --- Common
Haste
When Enenah Menacer comes into play, it deals X damage to target creature, where X is the number of counters on target permanent you control.
4/1
(174/286)
Enenah Rite
Sorcery --- Common
Put two +1/+1 counters on target creature. It deals 2 damage to you.
Alternate Instant R - Sacrifice a creature. Enenah Rite deals damage equal to the number of counters on it to target creature or player. (You may play this card as a sorcery with its alternate text for its alternate cost)
(175/286)
Fanatic Vandal
Creature - Human Barbarian --- Common
Whenever Fanatic Vandal deals combat damage to a player, you may remove a counter from a permanent you control. If you do, destroy target land. "Anarchy is all, for it breaks outfashioned rules."
1/1
(176/286)
Fireblood Giant
Creature - Giant Barbarian --- Common
Fireblood Giant comes into play with four +1/+1 counters. His blood heats his mood. The rest of the world suffers.
0/0
(177/286)
Flamefur Garen
Creature - Beast --- Uncommon
Unchain 1R (At the beginning of your upkeep, you may pay 1R to unchain this card until your next turn)
At the end of your upkeep, Flamefur Garen deals 4 damage to you unless it's unchained. There are things you just don't hug.
4/3
(178/286)
Flaring Gaze
Instant --- Common
Flaring Gaze deals 1 damage to target creature or player.
2RR: Return Flaring Gaze from your graveyard to your hand. Play this ability only during your upkeep.
(179/286)
Goblin Cultivator
Creature - Goblin Peasant --- Common
When Goblin Cultivator is put into a graveyard from play, you may add RRR to your mana pool. Goblins treat the giants' land land as nicely as the giants treat them.
2/2
(180/286)
Goblin Firehandler
Creature - Goblin Shaman --- Rare
Goblin Firehandler comes into play with two fire counters.
1, Remove a fire counter from Goblin Firehandler: Goblin Firehandler deals 1 damage to target creature.
2/1
(181/286)
Goblin Gambler
Creature - Goblin Thief --- Common
Goblin Gambler comes into play with two cheat counters.
1R, Remove a cheat counter from Goblin Gambler: Discard two cards at random from your hand, then draw two cards. Goblins use the same words to "honesty" and "stupidity".
1/1
(182/286)
Goblin Scrounger
Creature - Goblin Thief --- Uncommon
Whenever Goblin Scrounger deals damage to a player, you may remove a counter from a permanent that player controls and put it on a permanent you control. That counter becomes a type of your choice among counters on any of those permanents. If it glows, goblins want to have it.
1/2
(183/286)
Goblins' Lunge
Sorcery --- Uncommon
Remove any number of counters from permanents you control. For each counter removed this way, put a 1/1 red Goblin creature token into play.
Alternate Enchantment 2R - Goblins get +1/+0. (You may play this card as an enchantment with its alternate text for its alternate cost)
(184/286)
Heartless Lacerator
Creature - Human Barbarian --- Rare
Unchain RRR (At the beginning of your upkeep, you may pay RRR to unchain this card until your next turn)
Creatures can't block as long as Heartless Lacerator is unchained. "Heads or heads?"
4/2
(185/286)
Ionic Rain
Sorcery --- Uncommon
Ionic Rain deals X damage to target creature, where X is the number of counters on it. It doesn't hurt - it kills.
(186/286)
Irontooth Garen
Creature - Beast --- Uncommon
Whenever Irontooth Garen attacks, it gets +X/+0 until end of turn, where X is the number of counters on target permanent you control. If a garen gets closer, run. If an enraged garen gets closed, start to pray.
2/2
(187/286)
Jackpot Festival
Sorcery --- Rare
For each permanent with one or more counters, its controller chooses a counter type among counters on that permanent and flips a coin. If he or she wins the flip, double the number of counters of the chosen type on that permanent. If he or she loses the flip, remove all counters from it.
(188/286)
Keeper of the Arms
Creature - Human Barbarian --- Common
Creatures with one or more weapon counters get +1/+0 and have first strike.
R, T: Put a weapon counter on target creature you control.
1/1
(189/286)
Landsweeper Dragon
Creature - Dragon --- Rare
Flying
Landsweeper Dragon comes into play with six +1/+1 counters.
2R, Remove a +1/+1 counter from Landsweeper Dragon: Landsweeper Dragon deals 2 damage to each creature without flying.
0/0
(190/286)
Lavaspit Season
Instant --- Common
Lavaspit Season deals 2 damage to target creature or player.
Alternate Land - Lavaspit Season comes into play tapped and counts as a Mountain. (You may play this card as a land with its alternate text)
(191/286)
Lightning Double
Instant --- Common
Target creature gains double strike until end of turn. Lighting does strike twice.
(192/286)
Materialism
Enchantment --- Rare
Remove X counters, divided as you choose, from any number of permanents you control: Return target instant or sorcery card with converted mana cost X or less from your graveyard to your hand. Knowing is nothing in comparison to having.
(193/286)
Menacing Firemage
Creature - Ogre Shaman --- Rare
Creatures with one or more weapon counters have double strike.
2RR, T: Put a weapon counter on target creature you control. In the beginning, Enenah chose fire.
3/3
(194/286)
Minelay
Sorcery --- Uncommon
Destroy two target lands.
Alternate Sorcery 2R - Remove all land cards on target player's graveyard from the game. Minelay deals 1 damage to that player for each card removed this way. (You may play this card as a sorcery with its alternate text for its alternate cost)
(195/286)
Ogre Boor
Creature - Ogre Warrior --- Common
Ogre Boor comes into play with two +1/+1 counters if no creatures with power 3 or more are in play. Ogres are considered big among humans, but are considered midgets among giants.
2/1
(196/286)
Ogre Slasher
Creature - Ogre Warrior --- Common
First strike
Whenever a creature with power 4 or more comes into play, sacrifice Ogre Slasher. Enenah ogres are only allowed to be trained with swords not strong enough to pierce a giant's skin.
3/1
(197/286)
Pyric Tempest
Sorcery --- Rare
Pyric Tempest deals 2 damage to each creature.
Alternate Sorcery XRR - Pyric Tempest deals X damage to each creature. Those creatures can't regenerate this turn. (You may play this card as a sorcery with its alternate text for its alternate cost)
(198/286)
Ravin Shrieker
Creature - Dwarf Warrior --- Rare
Unchain R (At the beginning of your upkeep, you may pay R to unchain this card until your next turn)
Whenever you unchain Ravin Shrieker, you may put a creature card from your hand into play. If you do, that creature gains haste until end of turn. Sacrifice it at end of turn.
3/2
(199/286)
Reckless Stormcloud
Enchantment --- Uncommon
Unchain 1RR (At the beginning of your upkeep, you may pay 1RR to unchain this card until your next turn)
Whenever a creature comes into play, Reckless Stormcloud deals 2 damage to its controller. If Reckless Stormcloud is unchained, it deals an additional 2 damage to that creature's controller.
(200/286)
Retiring Beater
Creature - Ogre Warrior --- Common
Retiring Beater comes into play with three +1/+1 counters.
Whenever retiring Beater deals combat damage, remove a +1/+1 counter from it.
0/0
(201/286)
Rockthrow
Sorcery --- Uncommon
As an additional cost to play Rockthrow, sacrifice a land.
Rockthrow deals 4 damage divided as you choose among any number of target creatures and/or players. At Enenah, those with the thickest skins survive.
(202/286)
Rotary Wall
Creature - Wall --- Uncommon
(Walls can't attack)
Rotary Wall comes into play with four turn counters.
R, T, Remove a turn counter from Rotary Wall: Switch target creature's power and toughness until end of turn.
1/3
(203/286)
Short-Tempered Bully
Creature - Ogre Barbarian --- Uncommon
Short-Tempered Bully comes into play with three rage counters.
1R, Remove a rage counter from Short-Tempered Bully: Destroy target artifact or nonbasic land.
3/3
(204/286)
Smokebreather
Creature - Lizard --- Common
Unchain XR (At the beginning of your upkeep, you may pay XR to unchain this card until your next turn)
Whenever you unchain Smokebreather, it gets +X/+0 until end of turn.
1/2
(205/286)
Soilsucker
Creature - Insect --- Rare
Whenever a source deals damage to Soilsucker, that source's controller sacrifices a land for each 1 damage dealt this way. Even Enenah most respected hunters fear to tread on this bug.
3/1
(206/286)
Sparkling Blast
Instant --- Common
Sparkling Blast deals 3 damage to target creature or player.
Alternate Enchantment 2RR - At the beginning of your upkeep, Sparkling Blast deals 1 damage to target player and 1 damage to target creature. (You may play this card as an enchantment with its alternate text for its alternate cost)
(207/286)
Spearhorned Roarer
Creature - Cat --- Common
Spearhorned Roarer comes into play with six horn counters.
R, Remove a horn counter from Spearhorned Roarer: Target creature gains first strike until end of turn.
5/4
(208/286)
Spiralling Tornado
Enchantment --- Rare
Spiralling Tornado comes into play with two twist counters.
4RR, Remove a twist counter from Spiralling Tornado: Each player discards his or her hand and draws seven cards.
(209/286)
Stream of Electrons
Instant --- Common
Add R to your mana pool for each counter on target permanent you control. "Ah, the lava. It's good to feel the ol' warmth up your nostrils."
- Blistho the One-Eyed
(210/286)
Surround on Flames
Enchant Creature --- Common
Unchain R (At the beginning of your upkeep, you may pay R to unchain this card until your next turn)
Whenever you unchain Surround on Flames, it deals 3 damage to enchanted creature.
(211/286)
Vandals’ Commander
Creature - Human Barbarian --- Common
Vandals' Commander comes into play with three hurry counters.
Remove a hurry counter from Vandals' Commander: Target creature gains haste until end of turn.
2/2
(212/286)
Ancestral Inheritance
Enchant Creature --- Common
Whenever enchanted creature deals combat damage to a player, put a +1/+1 counter on it. "Human traditions can be broken. Nature's traditions, never."
- Naane, master of plants
(213/286)
Animal Speaker
Creature - Elf Warrior --- Rare
When Animal Speaker is put into a graveyard from play, put a 2/2 green Bear creature token into play for each counter on target permanent you control. Nature always avenges her most notable sudits.
3/3
(214/286)
Circus Flutist
Creature - Elf Artist --- Common
Circus Flutist comes into play with three song counters.
T, Remove X song counter from Circus Flutist: Target creature gets +X/+X until end of turn.
1/1
(215/286)
Crash of Centaurs
Creature - Centaur Warrior --- Uncommon
Trample
Crash of centaurs can't be the target of spells or abilities. Naane was the only guide the centaurs needed.
5/5
(216/286)
Elvish Acrobat
Creature - Elf Warrior --- Uncommon
Attacking doesn't cause Elvish Acrobat to tap.
Elvish Acrobat can't be the target of spells or abilities. The circus could only make them even better warriors.
3/1
(217/286)
Elvish Naturalist
Creature - Elf Druid --- Common
Elvish Naturalist comes into play with two +1/+1 counters.
1G, T, Remove a +1/+1 counter from Elvish Naturalist: Destroy target artifact or enchantment.
0/0
(218/286)
Fanatic Symbiote
Creature - Elf Warrior --- Common
1G: Regenerate Fanatic Symbiote.
Whenever Fanatic Symbiote deals combat damage to a player, you may you may remove a counter from a permanent you control. If you do, put 1/1 green Insect creature token into play. "Life is all, for it gets the world going."
2/1
(219/286)
Flowerbloom Season
Instant --- Common
Put a +1/+1 counter on each creature you control.
Alternate Land - Flowerbloom Season comes into play tapped and counts as a Forest. (You may play this card as a land with its alternate text)
(220/286)
Force Within
Instant --- Uncommon
Target creature gets +5/+5 until end of turn.
Alternate Instant 5GG - Put a 5/5 green Beast creature token into play. (You may play this card as an enchantment with its alternate text for its alternate cost)
(221/286)
Fugitive Hog
Creature - Beast --- Common
When Fugitive Hog comes into play, put X +1/+1 counters on it, where X is the number of counters on target permanent you control. Sadly, when those are big enough, halfling can't hold them captive anymore.
1/1
(222/286)
Gardenwatch Elf
Creature - Elf Druid --- Uncommon
Gardenwatch Elf comes into play with three flower counters.
Remove a flower counter from Gardenwatch Elf: Add G to your mana pool. Play this ability only once each turn.
2/1
(223/286)
Garen Emperor
Creature - Beast --- Rare
Unchain 3GG (At the beginning of your upkeep, you may pay 3GG to unchain this card until your next turn)
Garen Emperor gets +5/+5 as long as it's unchained.
5/5
(224/286)
Giant Breeder
Creature - Insect --- Uncommon
Unchain 1G (At the beginning of your upkeep, you may pay 1G to unchain this card until your next turn)
Whenever you unchain Giant Breeder, put a 1/1 green Insect creature token into play.
2/4
(225/286)
Giant Treetalker
Creature - Giant Druid --- Common
Whenever Giant Treetalker deals combat damage to a creature, you may draw a card. While most giants fight for amusement, a few actually develop thinking.
4/3
(226/286)
Glowing Dryad
Creature - Dryad --- Common
Glowing Dryad comes into play with two +1/+1 counters.
Glowing Dryad can't be blocked except by two or more creatures. It takes an army to find her, and another one to keep her.
0/0
(227/286)
Greenhealth Servant
Creature - Centaur Druid --- Common
Unchain 2G (At the beginning of your upkeep, you may pay 2G to unchain this card until your next turn)
Whenever you unchain Greenhealth Servant, you may have target land become a 3/3 creature until end of turn.
3/3
(228/286)
Hissradar Raiser
Creature - Snake Warrior --- Rare
Trample
Whenever Hissradar Raiser deals damage to a player, you may search your library for a creature card, reveal that card and put it into your hand. If you do, shuffle your library.
3/2
(229/286)
Hissradar Source
Sorcery --- Rare
Reveal the top X cards from your library, where X is the total number of counters on all permanents you control. Put all creature cards revealed this way into play, and shuffle the rest into your library. The ophine are part of the radar, not the other way around.
(230/286)
Imbue
Sorcery --- Common
You gain 1 life for each counter on each permanent you control. Naane's minions didn't only keep track of every fountain on Locara - they also kept watch.
(231/286)
Inciting Forcemage
Creature - Snake Shaman --- Rare
Creatures with one or more force counters get +4/+4.
2GG, T: Put a force counter on target creature you control. In the beginning, the ophine chose strenght.
3/3
(232/286)
Innerstrenght
Enchant Creature --- Common
Unchain 2GG (At the beginning of your upkeep, you may pay 2GG to unchain this card until your next turn)
Enchanted creature gets +3/+3. It gets an additional +3/+3 as long as Innerstrenght is unchained.
(233/286)
Linkroots
Enchantment --- Rare
At the beginning of your upkeep, put a growth counter on a creature you control.
Creatures you control have "T: Add G to your mana pool for each growth counter on this creature".
(234/286)
Locaran Rivertracker
Creature - Centaur Scout --- Uncommon
Locaran Rivertracker comes into play with three +1/+1 counters.
G, T, Sacrifice a forest: You gain 1 life for each counter on target permanent you control.
0/0
(235/286)
Magnifying Sentence
Sorcery --- Rare
For each counter of each type on each permanent you control, put a counter of that type on it. With great satisfaction, Naane saw the otherwise ruined Locara start pulsating again.
(236/286)
Mongoose Herdleader
Creature - Mongoose --- Rare
Protection from blue
During each player's turn, other players can't play spells. "I wouldn't trust a thing that eats snakes in a million years."
- Tola, goblin wayfarer
2/1
(237/286)
Naane's Cultivator
Creature - Beast --- Common
Trample
Whenever Naane's Cultivator deals combat damage to a player, you may put a land card from your hand into play. Locara spread fast over all who had once spread over Locara.
3/2
(238/286)
Naane, Master of Plants
Creature - Elf Druid Legend --- Rare
Forests are 1/1 creatures that can't be the target of spells or abilities. They're still lands.
Tap two untapped forests you control: Add GGG to your mana pool. "Locara is my home. Albazard is hers."
2/4
(239/286)
Naane’s Decree
Sorcery --- Uncommon
For each counter on target permanent, put a counter of that type on it. "Forget pity, Locaran beings, and embrace revenge."
- Naane, Master of Plants
(240/286)
Naane’s Rightarm
Creature - Centaur Warrior --- Uncommon
Trample
GGG: Each creature you control gets +2/+2 until end of turn if it's a land. Naane is the heart; her minions, the blood.
3/1
(241/286)
Oakskin Elf
Creature - Elf Scout --- Common
Creatures with one or more force counters get +1/+0 and have trample.
G, T: Put a force counter on target creature you control.
1/1
(242/286)
Ophine Archer
Creature - Snake Warrior --- Common
Ophine Archer comes into play with four arrow counters.
T, Remove X arrow counters from Ophine Archer: Ophine Archer deals X damage to target creature with flying. They imbue their arrows with ancestral venom.
1/2
(243/286)
Ophine Elder
Creature - Snake Druid --- Rare
Unchain G (At the beginning of your upkeep, you may pay G to unchain this card until your next turn)
Whenever a creature an opponent controls is dealt combat damage, if Ophine Elder is unchained, destroy it. For each year an ophine lives, its poison grows one year stronger.
1/4
(244/286)
Ophine Pathbuilder
Creature - Snake Druid --- Common
Unchain 1G (At the beginning of your upkeep, you may pay 1G to unchain this card until your next turn)
Whenever you unchain Ophine Pathbuilder, search your library for a basic land card and put it into play tapped. Then shuffle your library.
2/2
(245/286)
Ophine Soulmancer
Creature - Snake Shaman --- Uncommon
1G: Put a wisdom counter on Ophine Soulmancer.
Remove two wisdom counters from Ophine Soulmancer: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, put it in your graveyard.
1/1
(246/286)
Ophine Warhog
Creature - Beast --- Uncommon
Ophine Warhog comes into play with four +1/+1 counters.
Ophine Warhog can't be blocked except by two or more creatures.
0/0
(247/286)
Ophine Weaponcrafter
Creature - Snake Warrior --- Uncommon
Unchain 1G (At the beginning of your upkeep, you may pay 1G to unchain this card until your next turn)
Whenever you unchain Ophine Weaponcrafter, you may put a +1/+1 counter on target creature.
1/1
(248/286)
Perfect Growth
Sorcery --- Uncommon
Reveal the top two cards from your library. Put all land cards revealed this way into play tapped. Put all other cards revealed this way into your graveyard. The ophine hierarchy consists in two levels: those who fight and those who think.
(249/286)
Rancorous Centaur
Creature - Centaur Warrior --- Common
Unchain 1G (At the beginning of your upkeep, you may pay 1G to unchain this card until your next turn)
Rancorous Centaur gets +2/+2 as long as it's unchained.
3/3
(250/286)
Razorjaw Nombar
Creature - Beast --- Common
Whenever Razorjaw Nombar attacks, choose one - It gains trample until end of turn; or it gets +2/+2 until end of turn. The beasts always knew how to destroy. Naane taught them how to hate.
4/4
(251/286)
Retritherion
Creature - Beast --- Rare
Retritherion comes into play with two +1/+1 counters.
2G, T, Return Retritherion to its owner's hand: Put two +1/+1 counters on target creature. Its presence means trouble. Its vanishing, more trouble.
0/0
(252/286)
Spirit of Commitment
Enchant Creature --- Uncommon
Enchanted creature gets +2/+2.
Whenever enchanted creature would leave play to any other zone, Spirit of Commitment leaves play to that zone instead. (For example, if enchanted creature would be removed from the game, this card is removed instead)
(253/286)
Sylvan Tribute
Enchantment --- Rare
Sylvan Tribute comes into play with six wisdom counters.
1, Remove a wisdom counter from Sylvan Tribute: Remove target creature card in your graveyard from the game. If you do, draw a card.
(254/286)
Symbols of Strenght
Enchantment --- Common
Symbols of Strenght comes into play with five force counters.
1G, Remove a force counter from Symbols of Strenght: Put a force counter on target creature.
Creatures with force counters get +1/+1 and have trample.
(255/286)
Thorn Crash
Instant --- Common
Destroy target artifact or enchantment.
Alternate Enchantment 3G - Whenever a creature you control deals combat damage to a player, you may destroy target artifact or enchantment. (You may play this card as an enchantment with its alternate text for its alternate cost)
(256/286)
Thornback Garen
Creature - Beast --- Uncommon
Thornback Garen comes into play with four thorn counters.
Remove a thorn counter from Thornback Garen: Target creature may block as though it had flying until end of turn.
4/5
(257/286)
Vegetal Expansion
Sorcery --- Common
Search your library for a forest card and put it into play tapped. Then shuffle your library.
Alternate Sorcery 2GG - Put a +1/+1 counter on target creature for each forest you control. (You may play this card as a sorcery with its alternate text for its alternate cost)
(258/286)
Venomfang Ophine
Creature - Snake Warrior --- Common
Whenever Venomfang Ophine deals combat damage to a creature, destroy that creature and put a +1/+1 counter on Venomfang Ophine. Ophine warriors carry tallismans with a deceased enemy's blood infected with their venom.
2/3
(259/286)
Wild Symbiosis
Enchantment --- Uncommon
Unchain 1GG (At the beginning of your upkeep, you may pay 1GG to unchain this card until your next turn)
Whenever a nontoken creature deals damage to a player, its controller puts a 1/1 green Insect creature token into play. If Wild Symbiosis is unchained, he or she puts two of those tokens into play instead.
(260/286)
Windsearch Druid
Creature - Elf Druid --- Rare
Windsearch Druid comes into play with three wisdom counters.
Whenever you play a creature spell, you may remove a wisdom counter from Windsearch Druid. If you do, draw a card.
1/2
(261/286)
Woodcall Howler
Creature - Wolf --- Common
When Woodcall Howler is put into a graveyard from play, you may search your library for a card named Woodcall Howler and put it into your hand. If you do, shuffle your library.
1/1
(262/286)
Woodcall Roarer
Creature - Cat --- Uncommon
When Woodcall Roarer is put into a graveyard from play, you may search your library for a card named Woodcall Roarer and put it into your hand. If you do, shuffle your library.
1G, Sacrifice Woodcall Roarer: Draw a card.
2/2
(263/286)
Woodcall Titan
Creature - Wurm --- Rare
You can't play noncreature spells.
When Woodcall Titan is put into a graveyard from play, you may search your library for a card named Woodcall Titan and put it into your hand. If you do, shuffle your library.
5/3
(264/286)
Woodstick Weaponry
Instant --- Rare
Put four 1/1 green Insect creature tokens into play.
Alternate Enchantment GG - Whenever a creature comes into play under your control, put a +1/+1 counter on it. (You may play this card as an enchantment with its alternate text for its alternate cost)
(265/286)
Desolate
Sorcery --- Rare
Destroy target creature or land.
Alternate Enchantment BR - Whenever a creature or land is put into a graveyard from play, its controller loses 2 life. (You may play this card as an enchantment with its alternate text for its alternate cost)
(266/286)
Dream Violator
Creature - Demon Illusion --- Rare
Dream Violator is unblockable.
Whenever Dream Violator deals combat damage to a player, look at that player's hand and chose a card from it. That player discards that card.
5/5
(267/286)
Eager Troll
Creature - Troll Warrior --- Uncommon
Whenever Eager Troll attacks, it gets +2/+0 until end of turn.
1G: Regenerate Eager Troll. Naane's plans of expansion inspired and incited all forest beings to fight a war that could bring them all down.
2/2
(268/286)
Earthstoker
Creature - Elf Druid --- Rare
Lands you play come into play tapped.
Whenever you play a land, draw a card. "Mold yourself into the land, and the land shall end up molding itself into you."
2/2
(269/286)
Engineered Blizzard
Enchantment --- Rare
Lands your opponents control don't untap during their controllers' untap steps.
At the beginning of each opponent's upkeep, that player untaps up to two lands he or she controls. "Fog down means game over."
- Skyscape saying
(270/286)
Lifetwine
Instant --- Uncommon
Return target card from your graveyard to your hand. You gain life equal to its converted cost. The Kampa were always against Naane - but that doesn't mean they didn't admire her.
(271/286)
Putrid Barbarian
Creature - Zombie Barbarian --- Uncommon
Haste
Whenever Putrid Barbarian becomes blocked, regenerate it and it deals 2 damage to you. His flesh would burn like his victims', if only he had some left.
2/1
(272/286)
Skyscape Wizard
Creature - Human Wizard --- Uncommon
Flying
When Skyscape Wizard comes into play, you gain 2 life and draw a card. Skyscape was a dangerous mystery for everyone, but Irisel had been much of a lesson to Hizor.
2/2
(273/286)
Tireless Backstabber
Creature - Human Thief --- Uncommon
Unchain 1BB (At the beginning of your upkeep, you may pay 1BB to unchain this card until your next turn)
T: Target creature gets -1/-1 until end of turn. Play this ability only if Tireless Backstabber is unchained.
2U: Untap Tireless Backstabber.
3/2
(274/286)
Woodland Herald
Creature - Giant Druid --- Rare
Woodland Herald comes into play with three wisdom counters.
Remove a wisdom counter from Woodland Herald: The next spell you play this turn can't be countered by spells or abilities.
4/3
(275/286)
Aether Drainer
Artifact --- Rare
Aether Drainer comes into play with X charge counters.
Spells cost up to X less to play, where X is the number of charge counters on Aether Drainer.
Whenever a player plays a spell, remove a charge counter from Aether Drainer.
(276/286)
Chrona Keykeeper
Artifact Creature - Gnome --- Uncommon
Unchain 3 (At the beginning of your upkeep, you may pay 3 to unchain this card until your next turn)
Chrona Keykeeper gets +1/+1 and has flying as long as it's unchained.
2/1
(277/286)
Dream Portal
Legendary Artifact --- Rare
Dream Portal comes into play with three dream counters.
T, Remove a dream counter from Dream Portal: You may play an activated ability of target permanent you control without paying its activation cost. (An activation cost includes mana costs and any other additional costs)
(278/286)
Ophine Moonclock
Artifact --- Uncommon
Ophine Moonclock comes into play with three depletion counters.
T, Remove a depletion counter from Ophine Moonclock: Add one mana of any color to your mana pool.
(279/286)
Pinwheel
Artifact --- Rare
Unchain 1 (At the beginning of your upkeep, you may pay 1 to unchain this card until your next turn)
Whenever you unchain Pinwheel, remove the top five cards of your library from the game, then choose one of those cards and put it on top of your library.
(280/286)
Vitalizing Chamber
Artifact --- Uncommon
Vitalizing Chamber comes into play with five health counters.
1, T, Remove a health counter from Vitalizing Chamber: Untap target creature.
(281/286)
Arborized Peak
Land --- Rare
Arborized Peak comes into play with two depletion counters.
T: Add 1 to your mana pool.
T, Remove a depletion counter from Arborized Peak: Add R or G to your mana pool.
(282/286)
Enenah Marsh
Land --- Rare
Enenah Marsh comes into play with two depletion counters.
T: Add 1 to your mana pool.
T, Remove a depletion counter from Enenah Marsh: Add B or R to your mana pool.
(283/286)
Filthy Floods
Land --- Rare
Filthy Floods comes into play with two depletion counters.
T: Add 1 to your mana pool.
T, Remove a depletion counter from Filthy Floods: Add U or B to your mana pool.
(284/286)
Locaran Clearing
Land --- Rare
Locaran Clearing comes into play with two depletion counters.
T: Add 1 to your mana pool.
T, Remove a depletion counter from Locaran Clearing: Add G or W to your mana pool.
(285/286)
Skyscape Fields
Land --- Rare
Skyscape Fields comes into play with two depletion counters.
T: Add 1 to your mana pool.
T, Remove a depletion counter from Skyscape Fields: Add W or U to your mana pool.
(286/286)
This spoiler list was generated with Magic Set Editor on 04-27-2004 18:47:53
For information on the software, contact Twan van Laarhoven